Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Goal-directed, dynamic animation of human walking
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
International Journal of Computer Vision
Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
Knowledge-driven, interactive animation of human running
GI '96 Proceedings of the conference on Graphics interface '96
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The EMOTE model for effort and shape
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Faking Dynamics of Ropes and Springs
IEEE Computer Graphics and Applications
Combining Active and Passive Simulations for Secondary Motion
IEEE Computer Graphics and Applications
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
AER: aesthetic exploration and refinement for expressive character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Rigblocks: player-deformable objects
ACM SIGGRAPH 2007 sketches
Towards 3D model interoperability in games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Optimal gait and form for animal locomotion
ACM SIGGRAPH 2009 papers
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Rig retargeting for 3D animation
Proceedings of Graphics Interface 2009
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
The squash-and-stretch filter for character animation
ACM SIGGRAPH ASIA 2009 Posters
Real-Time Character Control for Wrestling Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Generalized biped walking control
ACM SIGGRAPH 2010 papers
Automatic addition of physics components to procedural content
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Animating non-humanoid characters with human motion data
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Why is the creation of a virtual signer challenging computer animation?
MIG'10 Proceedings of the Third international conference on Motion in games
Articulated swimming creatures
ACM SIGGRAPH 2011 papers
Locomotion skills for simulated quadrupeds
ACM SIGGRAPH 2011 papers
Spacetime vertex constraints for dynamically-based adaptation of motion-captured animation
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
FABRIK: A fast, iterative solver for the Inverse Kinematics problem
Graphical Models
An animation bilateral filter for slow-in and slow-out effects
Graphical Models
Fabricating articulated characters from skinned meshes
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Automatically Rigging Multi-component Characters
Computer Graphics Forum
RigMesh: automatic rigging for part-based shape modeling and deformation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Expressive body animation pipeline for virtual agent
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Putting holes in holey geometry: topology change for arbitrary surfaces
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Creature features: online motion puppetry for non-human characters
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Automatic single-view character model reconstruction
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
Real time whole body motion mapping for avatars and robots
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Evaluating the distinctiveness and attractiveness of human motions on realistic virtual bodies
ACM Transactions on Graphics (TOG)
Flexible muscle-based locomotion for bipedal creatures
ACM Transactions on Graphics (TOG)
Procedural model of horse simulation
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Sketching human character animations by composing sequences from large motion database
The Visual Computer: International Journal of Computer Graphics
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Character animation in video games---whether manually keyframed or motion captured---has traditionally relied on codifying skeletons early in a game's development, and creating animations rigidly tied to these fixed skeleton morphologies. This paper introduces a novel system for animating characters whose morphologies are unknown at the time the animation is created. Our authoring tool allows animators to describe motion using familiar posing and key-framing methods. The system records the data in a morphology-independent form, preserving both the animation's structural relationships and its stylistic information. At runtime, the generalized data are applied to specific characters to yield pose goals that are supplied to a robust and efficient inverse kinematics solver. This system allows us to animate characters with highly varying skeleton morphologies that did not exist when the animation was authored, and, indeed, may be radically different than anything the original animator envisioned.